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Log for #openttd on 9th November 2014:
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05:46:23  <andythenorth> Pikkaphone: is it?
05:46:57  <Pikkaphone> it does
05:47:09  <andythenorth> I see
05:47:16  <andythenorth> that was unexpected
05:48:04  <Pikkaphone> was it?
05:52:46  <andythenorth> maybe not in hindsight
05:52:57  <andythenorth> so NARS 2.6?
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05:54:19  <V453000> wats borken?
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06:13:18  <andythenorth> not enough trainses
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06:27:23  <Pikka> no northerns, boo
06:27:33  <Pikka> because Dan didn't finish the streamlined sprites
06:27:35  <Pikka> OH WELL
06:27:43  <Pikkaphone> exactly
06:30:03  <Supercheese> Not like there are a dearth of steamers to choose from eh
06:30:11  <Pikka> not at all
06:30:12  <Supercheese> is/are
06:43:33  <andythenorth> no what
06:43:35  <andythenorth> now *
06:43:40  * andythenorth is working
06:43:42  <andythenorth> not on ottd
06:43:44  <andythenorth> shameful
06:45:03  <Pikka> tres
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07:05:12  <andythenorth> I should Squid
07:05:17  <andythenorth> but eh
07:05:29  <andythenorth> I am cssing and htmling
07:14:43  <Pikka> these things happen
07:16:31  <Pikka> arivathingie
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07:41:44  <andythenorth> he back
07:44:53  <peter1138> pikka come back
07:45:33  <Pikkaphone> did he
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07:47:59  <Pikkaphone> so
07:48:17  <Pikkaphone> I should pull my finger out and finish that loco tonight
07:48:31  <Pikkaphone> just needs texture mapping really.
07:51:39  <Pikkaphone> then I can update a pineapple and disappear for the duration. :)
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08:09:13  <Flygon> Out of all the ideas that ran to mind when taking a shower that'll never happen
08:09:51  <Flygon> Supplying coal/diesel fuel and/or water to stations for locomotives to refuel on is up there :B
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08:47:13  <Pikkaphone> it's been suggested frequently, Flygon. Too micromanagy. too chicken and egg. :P
08:48:22  <Pikkaphone> could almost be done with a gs and a custom industry, perhaps. :)
08:49:12  <Flygon> A g- right, gamescript
08:49:13  <Flygon> Gotcha :3
08:49:28  <Flygon> Alrighty, figured I wasn't the first with the idea x3
08:50:17  <Pikkaphone> andythenorth: whither hoverzellepins?
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08:51:32  <andythenorth> Pikkaphone: that too
08:51:35  <andythenorth> I should get on them
08:51:44  <andythenorth> maybe in today
08:54:04  <Pikkaphone> you should
08:54:20  <andythenorth> maybe this app doesn’t need user profile icons
08:54:26  <Pikkaphone> unless you'd rather texture map my shark
08:54:34  <Pikkaphone> why would it?
08:56:59  <Alberth> hi hi
09:08:26  <Pikkaphone> moin Alberth
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09:27:29  <supermop> Flygon: probably best as a GS that just reduces running cost of that type when that cargo is being delivered 'somewhere'
09:28:09  <supermop> as interesting as it is people would likely perfer not to have their locomotives getting stranded or never running at all
09:29:09  <Flygon> Hmm
09:29:48  <supermop> really difficult to think of a way to structure it so as not to make things too insrutable
09:30:02  <supermop> inscrutable
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09:31:23  <supermop> the first 10 years i played TTo i was under the false impression that proximity to HQ affected vehicle reliability
09:31:38  <supermop> and would always place the HQ in the center of the map
09:31:55  <Alberth> obviously the best place for a tycoon HQ!
09:32:16  <supermop> i also thought it would make the host town like me more
09:32:46  <supermop> in someways a ggame is more fun when you don't know the mechanics of it
09:32:55  <supermop> everything is strange and magical
09:33:42  <Flygon> Sorry for the delay, nature called
09:33:55  <Flygon> Well, more had in my mind the train reducing to 1-2km/h when out of ful
09:34:07  <supermop> yeah ive thought of that too
09:34:22  <supermop> more with busses than trains
09:34:26  <Flygon> Because, y'know, horse haulage
09:34:27  <supermop> but
09:34:34  <Flygon> Either way
09:34:39  <Flygon> Introduce petrol stations as a game mechanic
09:34:40  <Flygon> :D
09:34:55  <supermop> all it does is then prevent early game long routes to print money
09:35:13  <Alberth> and it makes the game more complicated
09:35:26  <Alberth> ever tried building a firs network using supplies?
09:35:32  <Flygon> Not yet
09:35:39  <supermop> late in the game you can afford a coaling station every 10 tiles so its negligible
09:35:42  <Alberth> it's such a chaos when you don't deliver in time
09:35:53  <Eddi|zuHause> one big misconception always disturbed me about the "deliver coal to power your trains" concept: you still do not actually OWN the coal you deliver
09:36:07  <Alberth> Eddi|zuHause:  just buy it :p
09:36:14  <Flygon> ...
09:36:19  <Flygon> I didn't think of that
09:36:31  <Eddi|zuHause> there is no price for coal implemented in this game :)
09:36:40  <supermop> Eddi|zuHause: but if you never deliver coal to the power company they don't have any electricity to sell your feeder stations
09:37:02  <Alberth> maybe it should all be delivered to the HQ
09:37:31  <Supercheese> you could sort of hack in train range by comparing date of last depot servicing with current date, but doing that all the time would kill performance
09:37:51  <Supercheese> presuming depot service = refuel
09:37:51  <supermop> Alberth: yeah thats what i use to imagine back in the 90s or so, that the hq was a general maintenance depot
09:38:02  <Eddi|zuHause> we already established that "current date" is an insecure variable
09:38:08  <Supercheese> game would grind to a halt what with the calculations anyway
09:38:27  <supermop> also you get into the same issues of what is the imaginary map scale
09:38:28  <Supercheese> and apparently the variables suck so meh
09:38:41  <Supercheese> actually, date-based would be mapsize-agnostic
09:38:58  <supermop> is 500 tiles a lot or a little distance to reasonably expect a diesel to travel
09:39:04  <Flygon> I always envisaged being refueled at a railway station
09:39:07  <Eddi|zuHause> the game would not grind to a halt, because the callbacks are not calculated all the time.
09:39:14  <Supercheese> anyway, train range is a terrible idea
09:39:18  <Eddi|zuHause> which is actually precisely why the variables are insecure
09:39:19  <Alberth> supermop:  in original TTD, the map was 256x256
09:39:19  <Flygon> Given steam locos, at least here, would get coal and water dumped in at stations
09:39:25  <supermop> bear in mind i am not aware of DMUs regularly refueling more than once a day
09:40:15  <Eddi|zuHause> typically once a week
09:40:26  <supermop> so yeah maybe there is a dynamic of you need 10 coaling tipples per x length in the steam era and 1 diesel pump later
09:40:54  <supermop> thats sort of an interesting game element, but likely most people would find it tedious
09:41:14  <supermop> and just have 10 times as many diesel stations as needed
09:41:15  <Alberth> supermop:  the first problem to judge is whether it is an interesting game mechanic at all
09:41:46  <Alberth> which I quite doubt, given my experience with firs  and supplies
09:41:49  <Eddi|zuHause> if i were to implement range, i'd either just check the distance between scheduled stops (like ships with buoys), or i'd force a delay on loading time depending on the distance to the last stop
09:42:06  <Alberth> and that is less worse, since industries don't crawl to a halt when running out of supplies
09:42:20  <supermop> not even getting into issues of, do you choose 600V DC with a feeder every 20 tiles or 15,000V+ AC with one every 100 tiles
09:42:56  <Flygon> Could always have a parameter to set how much 'overhead' over the shortest possible route you need to whatever
09:42:59  <supermop> Alberth: i think plane range is an ok feature
09:43:07  <Alberth> supermop: that's fine tuning and newgrf author interests, rather than raw game feature
09:43:49  <supermop> but realistically i think a DMU could drive across the US on a single tank so how would diesel ranges every even come into play
09:44:01  <Flygon> What sort of DMU?
09:44:18  <supermop> depending on route it takes
09:44:24  <Alberth> <sigh/>
09:44:29  <Flygon> A fully loaded VLocity would probably only be able to do 3000km, tops
09:44:38  <supermop> Flygon: hard to say as we dont have DMUs in the US
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09:44:50  <Flygon> I grabbed the closest American style example to come to mind
09:44:56  <Wolf01> moin
09:44:59  <supermop> yo
09:45:09  <Flygon> Or: One of the few things that'd probably have a chance in hell of being able to pass the US crash standards :B
09:45:19  <Flygon> If the thing's designed to ram a car going 160-180km/h, well... yeah
09:46:02  <supermop> Alberth: i assumed this was all ideas for a Newgrf/GS not the game itself
09:46:07  <Eddi|zuHause> don't use german DMUs for that
09:46:07  <Alberth> moin Wolf01
09:46:51  <Alberth> supermop: independent of how you realize it, it's a feature of the game if you implement it, imho
09:46:55  <Eddi|zuHause> supermop: the game must still provide the infrastructure for the NewGRF/GS to tap into
09:47:06  <supermop> Flygon: the few DMUs permitted on US mainlines tend to be so heavy because of that that they never became viable
09:47:38  <supermop> i just never saw 'range' and the 'fun' way to model any kind of fuel economy
09:47:44  <supermop> *as the
09:47:50  <Alberth> supermop: even if you can do it in newgrf, you should still consider whether it makes sense game-play wise
09:48:06  <supermop> Alberth: i'm saying i wouldn't
09:48:37  <supermop> i dont want a train running to the depot and refusing to leave because its next station is 300 tiles away
09:49:06  <Flygon> supermop: Yeah. The VLos are around 14-17t/axle (hard to get a steady estimate)
09:50:10  <supermop> *if* it was found to be 'fun' to model fuel, best to just have it as a component of running cost - which it sort of is
09:51:07  <supermop> but yes not sure its worth the work to have game aware of what fuel each vehicle uses so it can let cost be varied by GS
09:51:39  <supermop> in that case you should state how many employees each vehicle is staffed by
09:52:11  <supermop> as labour cost are going to fluctuate or rise as much or more than coal costs
09:52:35  <Supercheese> well, there are already separate running costs for diesel/electric/steam
09:52:46  <Supercheese> categories*
09:53:04  <supermop> then we are back to your company's drivers all going on strike when you refuse to take them on a fancy company picnic,
09:53:23  <Supercheese> Game script to check if power stations are getting good supplies -> if not, raise electric prices?
09:53:25  <supermop> ad the strikebreakers pass signals at danger due to lack of training
09:53:35  <Supercheese> if that's even possibl
09:53:36  <Supercheese> e
09:53:42  <supermop> and don't slow down for curves
09:54:12  <supermop> then your train derails and plows into the power station,
09:54:44  <supermop> then all of your trains stop running as there is no more voltage in the catenary
09:55:18  <supermop> economy of the whole map collapses and you cant even buy a mini bus to drive youself as a replacement service
09:55:32  <supermop> pretty fun gameplay i think we would all agree
09:56:04  <Flygon> Pssh
09:56:09  <Flygon> Every real company knows
09:56:13  <Flygon> That they wouldn't use scabs
09:56:18  <Flygon> They'd just replace everyone with ATC
09:59:49  <supermop> http://en.wikipedia.org/wiki/Malbone_Street_Wreck
10:00:56  <Eddi|zuHause> the first problem you get: what is actually a power plant?
10:01:22  <Eddi|zuHause> there might not be one on the map. or there might not be one in the NewGRF set
10:02:24  <Flygon> It's not the power plant that supplies power
10:02:27  <Flygon> It's the substations :3
10:03:04  <Flygon> Always kinda felt rolling out electricity and communications networks could be a good way to add more depth to the game. But that might be stretching the Transport aspect :D
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10:05:25  <Eddi|zuHause> "why kill cows for meat when you can just go into the supermarket and buy some"?
10:06:11  <supermop> also you'd really need a whole new induustry set
10:09:15  <supermop> a generic commodity GS might provide much of what you are looking for a feel like, but i do not believe it is possible
10:09:52  <Eddi|zuHause> a GS can never rely on the presence of a certain NewGRF
10:10:28  <supermop> that is if a GS decides that the price of coal is 'cheap' it reduces train running costs, but does not affect cargo payment rates
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10:10:57  <supermop> what this 'price' is never need be defined nor exposed to user
10:11:40  <supermop> and if 'coal' is not present in the game it does nothing?
10:11:48  <supermop> i have no idea
10:11:50  <Flygon> Could always create a coal stocks trade
10:13:08  <supermop> im not sure letting an established company print even more money by coming to own all the coal futures on the map's market does much to help gameplay
10:14:21  <supermop> really i can only conceive of some mechanism by which steam trains have cheap running costs at some point, while diesels have high costs, and then this gradually inverts
10:14:46  <planetmaker> congratulations, you have a monopoly. An anti-trust court ruled your company to be sold off. You loose :P
10:15:26  <Flygon> :B
10:15:28  <Eddi|zuHause> what if you tighten?
10:16:03  <supermop> planetmaker: the map's economy has fallen so deeply under your corrupt influence that all of the members of the court mysteriously did not show up to work on the day the verdict was to be read
10:16:24  <Flygon> Thus making OpenTTD the ultimate communism simulator
10:16:27  <Flygon> Nobody's allowed to drive
10:16:35  <Flygon> Everyone must take Government owned public transport
10:17:04  <supermop> hey i would not mind various non profit focused game modes
10:17:15  <supermop> public transit would be more interesting
10:17:35  <supermop> if you are given an insuficient budget each year and have to make due with that
10:17:44  <planetmaker> does OpenTTD have a profit-oriented game mode? :P
10:18:05  <supermop> planetmaker: no but it might be fun!
10:18:36  <planetmaker> also, I think SiliconValley pretty much is not profit-oriented
10:18:50  <planetmaker> nor are actually the town growth scripts in their various incarnations
10:19:12  <planetmaker> you need money, but it's not the goal
10:19:20  <supermop> yeah
10:19:26  <Flygon> supermop: We should totally make a Melbourne 1999 scenario :D
10:19:41  <supermop> but what if you didn't earn money either
10:20:32  <supermop> just get handed some amount to pay for running cost and capital construction each year, but do not collect any fares
10:22:27  <supermop> that way you never get to the insane largess
10:22:57  <supermop> you have to make decisions on how to spend limited funds each year
10:23:49  <Alberth> a GS can take money from you, afaik
10:24:32  <supermop> can it make all  cargo payment rates 0?
10:25:12  <Eddi|zuHause> that would be quite easy
10:25:24  <Alberth> don't think so, but it's not needed, it can also see how much you earned afaik
10:26:05  <Eddi|zuHause> but it would be in constant collision with the NewGRF
10:26:13  <supermop> can it confiscate earnings in real time?
10:26:48  <supermop> so i earn 0 and it then immediately takes 0 next tick?
10:26:59  <Alberth> why is that important?
10:27:17  <Flygon> supermop: The real question is
10:27:23  <Flygon> How would you run the privatized V/Line?
10:27:30  <Alberth> once every 3 months, it checks what you earned, and deducts that from your bank savings
10:27:34  <Flygon> Esp. knowing all the freight stock is unavailable to you
10:27:40  <supermop> hmm
10:27:48  <supermop> i guess i am thinking,
10:27:52  <Alberth> you can spend the money in the mean time, but then you'll run in the red numbers
10:28:20  <supermop> if GS is acting as 'government' and it pays me a grant to run a service for it
10:28:28  <Eddi|zuHause> the real question is: what's the objective?
10:29:06  <supermop> to prevent player from having more than their allotted grant to complete this years work
10:30:50  <Eddi|zuHause> so, what is the "work"?
10:30:53  <Alberth> so build the GS, play with it, and find out whether that is fun
10:31:52  <ginko_> how to mute soundtrack?
10:31:52  <supermop> Eddi|zuHause: no idea, take people from town to neighboring town?
10:32:59  <ginko_> Got it
10:36:15  <Eddi|zuHause> i'm not sure why, but this season of doctor who was rather... unspectacular
10:36:16  <supermop> Flygon: there really isnt a way to make a 'privatization' scenario that i can think of
10:36:40  <Flygon> There is if you involve multiple human players and have an infrastructure sharing patch
10:36:46  <Flygon> Make buying new vehicles very expensive
10:36:56  <supermop> despite it being a common theme around the world the last 20 years
10:36:56  <Flygon> And allow selling rollingstock between other players
10:37:06  <Flygon> But yeah
10:37:10  <Flygon> Needs humans
10:37:21  <supermop> exactly, that's a ton of work compared to the current game
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10:37:50  <supermop> and it's limited by how the scenario author decides to lay out infrastructure
10:38:34  <Flygon> Well, could always copypasta how Kennet did it
10:38:53  <supermop> mybe i built rails in a way that is infuriating for you to play with, but you and everyone else who plays my scenario will be stuck with my stations and junctions?
10:38:56  <Flygon> An absolute clusterf... I lack the swag in #openttd to complete that word :B
10:39:48  <supermop> infrastucture sharing could be cool but i dont think its going to happen soon
10:40:56  <Flygon> Mm =/
10:40:59  <Flygon> x3
10:41:07  <Flygon> So much cool ideas to be considered
10:41:11  <Flygon> So little implemention ideas
10:41:23  <Flygon> Also coders, time, money, and coders
10:42:07  <supermop> there is a lot of amazing potential out there -
10:42:38  <supermop> once you start thinking of all the things possible you wish you could do in ottd
10:42:53  <supermop> but hen eventually you get to the issue of:
10:43:00  <supermop> why not do in real life?
10:43:25  <supermop> sure you can't build a whole city but many you can build a house
10:43:39  <supermop> or maybe a table to start with
10:44:00  <supermop> i don't know that's whats haunted me the last 10 years
10:44:53  <Flygon> Though, I still reckon the lack of subterranian network is the big killer here. Though, I also know that there's a lot of challenges out there.
10:45:01  <Flygon> iirc, one of the big ones was how the interface would work
10:45:06  <Flygon> But I don't know. Haven't kept track.
10:46:04  <supermop> i want a town set newgrf that lets me make cool or pretty towns along the lines of some idea or theory, whether from history of urban planning, or futurist movements never realized
10:46:12  <supermop> so i start drawing houses
10:46:43  <supermop> but if i think up the rules i want it to follow, why not just draw models of towns for myself without the game?
10:46:57  <Flygon> OOOoh
10:46:58  <Flygon> Yes
10:47:03  <Flygon> Realistic suburbs would be AWESOME
10:47:11  <supermop> maybe this is getting a little too personally philosophical for this chanel
10:47:18  <Flygon> Roadtypes too
10:47:20  <Flygon> So that like
10:47:28  <Flygon> You don't get houses being built Rockbank style
10:48:32  <supermop> and i cant rotate a view of my town in openttd, but i can build a wood or card model and rotate that in my hand
10:49:44  <Pikkaphone> supermop: there are plenty of ways you can limit or build "realistic" towns in openttd. I'd be happy to help with the coding if you have ideas.
10:49:56  <supermop> i feel like i am preventing productive discussion from happening with my rambling here
10:50:36  <planetmaker> supermop, I think having a town with different quarters could be done to some extent. One would need to make use of the nearby_house check extensively and decide whether a certain house would be allowed in a location (quarter) or not
10:52:17  <supermop> Pikkaphone: i'd be glad to have it, i dont want to get ahead of myself, but i am trying to make a good faith effort to at least have some produce before i go around begging for help this time!
10:52:34  <ginko_> where are savegames stored by default?
10:52:39  <Pikkaphone> and like productive discussion happens in this channel :P
10:52:46  <Flygon> 'productive'
10:53:02  <Flygon> Pssh, it's only productive because it's not Footy season :D
10:53:10  <planetmaker> Pikkaphone, a town newgrf which promotes different town quarters would be nice, if it doesn't limit the town growing, thus always finds a house, if asked to find one :)
10:53:12  <supermop> by the way pikka, photographed some deco/international style apartments lately - they may look more in place up there than down here
10:53:49  <supermop> can town grid/road layout be varied by town type or zone?
10:53:50  <planetmaker> could even try to give different style to different towns :)
10:53:59  <Pikkaphone> I'd like to see them; post in the forums?
10:54:15  <planetmaker> supermop, by town zone: no. IIRC there's  a setting to choose a random road layout
10:54:18  <supermop> sure just move them over to my computer
10:54:31  <Pikkaphone> different towns can have different layouts, but it's not controllable by newgtf
10:54:45  <supermop> aha
10:54:55  <Pikkaphone> I don't know if it's readable. It could be if you make a request. ;)
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10:56:15  <supermop> at least a rectangular rather than square grid would be nice (for melbourne or manhattan. our metabolist utopia should have crazy organic roads)
10:56:28  <Flygon> The real trick is... is different layouts by different time periods and areas inside towns
10:56:29  <Flygon> :D
11:01:19  <Alberth> ginko_: you may want to read the readme that you got with the program: http://vcs.openttd.org/svn/browser/trunk/readme.txt#L267
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11:10:24  <supermop> Pikkaphone: http://www.tt-forums.net/viewtopic.php?f=26&t=54010&p=1136004#p1136004
11:10:51  <Zuu> Is FlatRateGS a good name?
11:11:08  <supermop> yep
11:12:03  <planetmaker> nah, there's currently only 3 different layouts, supermop: 2x2, 3x3 and irregular
11:12:20  <planetmaker> whether it's readable... dunno. But that indeed could be changed, if not
11:12:38  <planetmaker> Zuu, it could give other ideas, but yes :)
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11:13:43  <Zuu> Any particular other ideas you have in mind?
11:14:46  <planetmaker> no, I find it funny :)
11:15:11  <planetmaker> first thing which came to my mind was like flat-rate-drinking :P
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11:19:37  <Zuu> NoIncomeGS, AlternativeIncomeGS, NewIncomeGS, PaymentGS, ...
11:19:52  *** oskari89 [oskari89@83-102-63-32.bb.dnainternet.fi] has quit [Ping timeout: 480 seconds]
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11:20:36  <Zuu> CashFlowGS
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11:23:22  <Alberth> CashDrainGS
11:23:48  <planetmaker> That's good :)
11:23:49  <supermop> planetmaker: never a 4x4?
11:23:56  <Zuu> That depends on how you tweak the payment parameter :-)
11:24:10  <planetmaker> supermop, that doesn't exist, I think.
11:24:16  <planetmaker> also, houses can only be 2x2 max
11:24:32  <Alberth> no castles allowed, sorry
11:24:54  <supermop> 4x4 would let you have two rows of 2x2 buildings
11:24:56  <Flygon> B-but
11:24:59  <Flygon> I-I
11:25:12  <Flygon> I want to fire at my competitors's vehicles with arrows
11:25:13  <Flygon> DAMN
11:25:14  <Flygon> YOU
11:25:16  <Flygon> ALBERTH
11:25:20  <Flygon> ;_______________________________;""
11:25:26  <b_jonas> 4x4 would mean that towns on islands or other small spaces can't build anything at all
11:26:08  <Alberth> I don't think we have an arrow factory yet
11:26:10  <supermop> b_jonas: they can build a straight road
11:26:37  <b_jonas> mind you, sometimes they get stuck in the irregular layout too
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11:29:05  <Flygon> Alberth: AoEII didn't have arrow factories
11:29:16  <Flygon> That didn't stop the castles having an infinite supply of arrow
11:29:19  <Flygon> My theory?
11:29:33  <Flygon> All castles and watch towers have a replicator and a fusion reactor inside them
11:29:37  <Flygon> Explaining the cost of stone
11:30:50  <Alberth> Haven't played that game yet, waiting on openage to add the option to install game data without wine
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11:47:29  <frosch123> Sylf: did you forget to attach some files to fs#6166?
11:47:46  <peter1138> 10:56 < Flygon> The real trick is... is different layouts by different time periods and areas inside towns
11:47:52  <peter1138> Probably...
11:48:30  <peter1138> But maybe sounds like a job for... SimCity.
11:48:30  <argoneus> ayy
11:48:53  <Flygon> Oh snap
11:50:06  <peter1138> planetmaker, what's the difference between "original" and "better roads" ?
11:50:19  <planetmaker> frosch123, FS#6166 and FS#6167 seem like the same?
11:50:33  <frosch123> yes, but without savegame quite useless
11:50:50  <frosch123> usually i would blame date cheat, but it looks like multiplayer
11:51:27  <planetmaker> oh, we have four town layouts, peter1138 ? :) I'm not sure now, though I have a faint memory of roads turning back less often on itself, not, the 'better roads' allowing for slightly more house spaces
11:52:14  <peter1138> frosch123, yeah, may have been created in single player, then date set back and loaded in multiplayer...
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11:52:49  <peter1138> Aslo, yetis.
11:53:52  <planetmaker> or vice versa, MP map played in SP
11:54:38  <peter1138> I blame Quatroking
11:54:51  <Quatroking> i regret nothing
11:55:05  <frosch123> i am always looking for the quak in that nick name
11:55:39  <Quatroking> I've been using this nickname everywhere for over 10 years now
11:55:45  <Quatroking> NEVER GIVE UP
11:55:48  <peter1138> Quakroting?
12:00:45  <planetmaker> quakrotting ;)
12:01:00  <frosch123> sounds like zombiefrogs
12:01:08  <planetmaker> :D
12:04:00  <supermop> later
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12:44:25  <Quatroking> more like
12:44:33  <Quatroking> sounds like a founder of the minecraft wiki
12:45:32  <Xaroth|Work> so, nobody special then
12:46:09  <Quatroking> no not really no
12:46:19  <Quatroking> (Ž•ω•`)
12:47:13  <Jinassi> be someone, remake whole openttd wiki
12:51:20  <Wolf01> mmh, something suddenly changed on firefox
12:52:04  <Wolf01> it installed the new release without even tell me
12:53:00  <planetmaker> Wolf01, that's standard for quite some time now
12:55:06  <__ln__> for years
13:05:16  <planetmaker> hm *nothing* was edited in the wiki in the last 12 days. That's curious :)
13:16:58  <Zuu> You can now play with CashDrainGS in OpenTTD 1.4+
13:22:16  <planetmaker> nice :)
13:24:50  <Zuu> It currently just grab what is delivered for all towns. But if someone know how to detect (from GS) what cargo IDs that are not accepted by town houses, then those cargos could be read from the industries instead and gain finer control on payments. Eg. pay bonus on some industries.
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13:45:20  <Eddi|zuHause> Zuu: with the "wrong" newgrfs, houses could potentially accept any cargo.
13:46:36  <planetmaker> yeah... better not assume any cargoID not accepted by houses
13:48:13  <frosch123> if the house is occupied by train nerds, they may even accept regearing
13:48:23  <planetmaker> :D
13:49:00  <planetmaker> and for houses with an identity crises they accept <unknown cargo>
13:49:14  <Alberth> ha :)
13:53:44  <Zuu> Yeah, an NewGRF could potentially accept any cargo id by a house. So that is why a GS would need to detect which cargos that are not accepted by any house if they want to do something nicer with these cargos
13:54:05  <Zuu> But as far as I can see, the current API doesn't provide this information.
13:54:22  <frosch123> sv does a classification of cargos
13:54:30  <frosch123> primary, secondary, other
13:54:33  <Eddi|zuHause> Zuu: i don't see how it could. houses could change accepted cargos on the fly
13:55:20  <frosch123> https://dev.openttdcoop.org/projects/siliconvalley/repository/entry/main.nut#L117
13:55:44  <frosch123> you can always construct a silly newgrf which breaks it, but it works for the reasonable newgrfs
13:56:18  <Zuu> Yeah, doing something that works on reasonable newgrfs sounds better than nothing.
13:57:19  <Eddi|zuHause> which raises the question when it gets "unreasonable". yeti houses? mars?
13:58:34  <Eddi|zuHause> but computationally, you can only ever detect whether a cargo is accepted by houses, not if it is never accepted by houses
13:58:52  <Zuu> Added to the logic by frosch123 you could take the largest town in the game, for each town building get acceptance and use that as a guidance on cargos accepted by houses. Though that way change over years and thus you ideally would need to do this check again and again, making your GS fairly complex.
13:59:07  <Eddi|zuHause> and the game should keep track of that for the industry chain window
14:04:29  <frosch123> Eddi|zuHause: yeti is reasonable
14:04:32  <Flygon> That's an idea....
14:04:36  <Flygon> A house cargo
14:04:42  <frosch123> basically everything that heads for good gameplay is reasonable
14:04:43  <Flygon> Where you have those oversized trucks carrying houses
14:04:43  <Flygon> :D
14:05:21  <frosch123> unreasonable things are things which are even terrible for human players, stuff that needs a readme. usually only realism bullshit gets to that level
14:17:00  <NGC3982> We build houses in big bricks these days, don't we?
14:32:42  <Eddi|zuHause> frosch123: that may be, but it totally depends on your metric :p
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15:21:21  <Quatroking> does anybody know in what year Biorefineries show up in FIRS?
15:21:30  <Quatroking> or are they not available in temperate?
15:21:49  <Quatroking> FIRS documentation doesn't mention anything
15:23:52  <Eddi|zuHause> that may depend on which economy you selected
15:24:04  <Quatroking> I use complete FIRS
15:24:42  <Quatroking> according to the docs it's in the FIRS economy, which I'm using, but I don't have any on my map
15:24:50  <Quatroking> currently in year 1972
15:26:39  <Eddi|zuHause> do they show up in the minimap legend?
15:26:49  <Quatroking> Yeah
15:27:07  <Eddi|zuHause> then they'll probably show up at some point
15:27:22  <Quatroking> http://a.pomf.se/mrxzke.png
15:27:38  <Eddi|zuHause> and you'll get a news message, unless you disabled those
15:37:32  *** Eleven [~60251494@188.cimarosa.openttdcoop.org] has joined #openttd
15:37:37  <Eleven> Hello
15:38:40  *** Eleven [~60251494@188.cimarosa.openttdcoop.org] has quit []
15:47:43  <Alberth> Quatroking:   ./src/industries/biorefinery.pypnml:#define THIS_MIN_YEAR 2001     says the repository
15:47:52  <Quatroking> thanks
15:48:08  <Quatroking> guess I'll have to wait 29 years then
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16:08:04  <NGC3982> Someone told me how to do this the last time, but how do i download the entire http://dev.openttdcoop.org/projects/ofs/ with CLI?
16:09:57  <frosch123> hg clone http://hg.openttdcoop.org/<project-id>
16:10:10  <NGC3982> That's it. Thanks.
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16:36:35  <Alberth> hi hi
16:37:13  <DorpsGek> Commit by planetmaker :: r27059 /trunk (config.lib findversion.sh) (2014-11-09 16:37:07 UTC)
16:37:14  <DorpsGek> -Change: [Makefile] Make sure to use plain mercurial output unaltered by personal presets
16:39:12  <NGC3982> Have you guys used Soap with Supybot? I've come so far that i'm trying to get my bot to physically start the server.
16:39:36  <NGC3982> But i can't seem to get any output on what "start" actually tried to do (it didnt start anything).
16:40:02  <NGC3982> Do i need to use a plugins.Soap.<setting> before "start", maybe? :>
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16:45:02  <andythenorth> o/
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16:46:04  <yoshi1> how do i auto replace road vehicles?
16:46:18  <yoshi1> the replacing button isnt showing up like it did for trains
16:49:28  <yoshi1> also cant seem to auto replace old ginzu's with new ginzu's
16:49:56  <Alberth> wrong window used for the dropdown?
16:50:04  <NGC3982> frosch123: What do you think? The Readme does not seem to state how i use the output of 'list Soap'.
16:50:28  <NGC3982> By the way. It was a neat thing installing a fresh copy of OpenTTD in linux. The catalogue looks so ..empty.
16:51:35  <yoshi1> Alberth: what window am i supposed to be using?
16:51:36  <Alberth> you don't have a ~/.openttd filled with everything?
16:51:58  <Alberth> the global RV list window
16:52:04  <NGC3982> Yes, what i don't have is the four million .cfg files i have copied and changed trough the years
16:52:09  <NGC3982> :-p
16:52:14  <Alberth> in particular, not one attached to a group or station
16:52:24  <Alberth> or order
16:52:36  <yoshi1> i guess tyour not talking to me
16:53:03  <Alberth> yoshi1: the last 3 lines of me were
16:53:36  <Jinassi> Yoshi, check that you have the right group selected, there's also type of vehicle you are replacing, if you have selected electric trains, you will nnot see steam trains on the replace window
16:53:42  <yoshi1> i have no idea what your talking about this is a fresh install of openttd
16:54:18  <Alberth> Jinassi: yoshi1 wants to auto replace RVs
16:54:21  <yoshi1> Jinassi: if i have ginzu's selected which is a steam engine you should see ginuzu's as a replace option no? for when your ginzu's get old
16:54:27  * NGC3982 ruined a discussion :(.
16:54:33  <yoshi1> and road vehicles i cant auto replace at a;ll
16:54:55  <Jinassi> you cannot autoreplace with same vehicle
16:55:08  <Jinassi> you can only auto renew, from the advanced settings
16:55:13  <Alberth> NGC3982: nah, some people just got confused to have 2 discussions at the same time :p
16:55:28  <yoshi1> Jinassi:  how do i access that advanced settings menu which allows auto renewing
16:55:42  <Jinassi> hold gear button, advanced settings
16:55:54  <Jinassi> make sure to select expert/all settings
16:56:03  <Jinassi> then just search for keywords autorenew
17:02:55  <NGC3982> Hm.
17:03:08  <NGC3982> The OFS documentation tells me to put in the directory of OpenTTD executable
17:03:15  <Taede> correct
17:03:16  <NGC3982> That is not the OpenTTD directory, right?
17:03:26  <Taede> yup
17:03:28  <Taede> it is
17:03:33  <NGC3982> Gah.
17:03:51  <NGC3982> Then, i have no idea.
17:04:12  <Taede> it can work elsewhere, but default values assume ofs-*.py is where the openttd executable resides
17:04:25  <Taede> how did you install openttd?
17:04:33  <NGC3982> wget and dpkg
17:04:39  <NGC3982> It's in .openttd
17:04:50  <NGC3982> so i put '/.openttd' in ofs-start.py
17:05:01  <Taede> that usually only contains config files etc
17:05:13  <Taede> the executable is probably somewhere in /usr/bin or somesuch
17:05:18  <yoshi1> Jinassi: thanks that helps
17:05:35  <NGC3982> Taede: Oh. That's what i thought.
17:05:37  *** Suicyder [~Suicyder@86.92.59.88] has quit [Quit:  HydraIRC -> http://www.hydrairc.com <- Chicks dig it]
17:05:44  <Taede> easier way of doing: create an openttd directory within the users' home directory
17:06:12  <NGC3982> Done.
17:06:22  <NGC3982> That's where .openttd is located.
17:06:30  <NGC3982>  /home/user/.openttd <-
17:06:38  <Taede> do an svn checkout of the branch (stable/trunk/testing) you wish to use, and compile (./configure and make bundle)
17:06:53  <NGC3982> I have no idea what a svn checkout is.
17:07:02  <Alberth> you can even skip make bundle :)
17:07:02  <Taede> i'd advice to keep .openttd separate from the actual installation
17:07:22  <Alberth> "make" is enough
17:08:07  <NGC3982> The "branch" is stable/nightlies or similar?
17:08:35  <NGC3982> And is "svn checkout" == subversion?
17:08:58  <Taede> svn checkout is similar to hg clone, xcept it uses svn. use 'svn checkout hg.openttd.org/something .' in the directory you wish to use (preferrably not ~/.openttd)
17:09:04  <Taede> yup
17:09:49  <Alberth> andythenorth: you know tt-foundry.com is down?
17:10:11  <NGC3982> Taede: What does it do? Checks for a new version?
17:10:44  <NGC3982> And what directory would i want to use? The actual location of the openttd application? /usr/bin (if true)?
17:10:54  <Alberth> svn checkout on a hg path?
17:10:57  <Taede> it downloads the openttd source code, from which you can compile
17:11:05  <NGC3982> Ah, i see.
17:11:10  <yoshi1> gah my main city started hating on me
17:11:16  <Taede> you could use a pre-compiled zipfile, but i've not created an update script for that
17:11:24  <yoshi1> i'm at appalling
17:13:58  <NGC3982> Is Trunk the same as the "normal" version i download from the site?
17:13:59  <planetmaker> Alberth, NGC3982 while simply 'make' is enough, it's nevertheless a good idea to use 'make bundle' and then copy the bundle to a separate dir. That's nicer for updating a server
17:14:12  <NGC3982> W..ok
17:14:14  <Alberth> oh, good point
17:14:26  * NGC3982 breaths and takes one step at the time.
17:15:19  <Taede> yup, means it can compile and modify the files in /bundle during compile, so the server only has to shutdown to actually copy the fresh executable and other files
17:18:03  <andythenorth> Alberth: yes, it died a while ago :)
17:18:08  <andythenorth> I never bothered redirecting the domain
17:18:18  <NGC3982> It tells me that i have "no rules" for make, and stopping.
17:18:45  <Alberth> andythenorth: ok, it's just that some firs links point to it (in the projects list and the firs project home page)
17:18:50  <andythenorth> ho
17:18:53  <andythenorth> I should fix those
17:18:59  <Alberth> NGC3982: run  ./configure first
17:19:05  <NGC3982> I did.
17:19:23  <andythenorth> Alberth: where abouts?
17:19:24  <NGC3982> And it seem to succeed except zlib.
17:19:58  <Alberth> andythenorth: http://dev.openttdcoop.org/projects   about 1/2 way down
17:20:17  <Alberth> andythenorth:  http://dev.openttdcoop.org/projects/firs
17:21:39  <Taede> NGC3982,  https://wiki.openttd.org/Compiling_on_(GNU/)Linux_and_*BSD <-- should give some pointers wrt to compiling and missing dependencies
17:22:05  <andythenorth> fixed thanks
17:22:28  <NGC3982> Yes, I'm right there
17:22:45  <Alberth> NGC3982: then you probably don't have a Makefile due to that failure. Also, some libraries are just skipped when they are not found, and configure continues. That doesn't mean the end-result is good
17:23:07  <NGC3982> I see.
17:23:21  <NGC3982> The catalogue has a makefile, but make does not do anything.
17:24:38  <Alberth> pastebin the configure output?
17:26:08  <NGC3982> http://paste.ubuntu.com/8903723/
17:26:55  <planetmaker> does give some hint, doesn't it?
17:27:41  <Alberth> NGC3982: I mean "Makefile" as in, without any extension
17:27:48  <NGC3982> The only thing i see that seems to differ is that it does not detect zlib. It does not say it cancels the configure and it does not seem to be needed.
17:28:27  <Alberth> how do you read lne 37 and 38 ?
17:28:40  <planetmaker> ^^
17:29:16  <NGC3982> I take that as "Yes, the configuration was interrupted because zlib".
17:29:49  <planetmaker> 'error' is the keyword
17:30:07  <NGC3982> I took the "Doesn't require" litteraly.
17:30:18  <NGC3982> ./configure --enable-dedicated --without-zlib --without-lzma --without-liblzo2
17:30:19  <Alberth> last line tells me, that you need to add --without-zlib  to ./configure  to compile
17:30:21  <NGC3982> Was the final verdict. :)
17:30:47  <Alberth> although I think you should install the libraries instead
17:31:03  <planetmaker> do yourself the pleasure of installing zlib, though
17:31:19  <Taede> bbl, dinnertime
17:31:40  <Quatroking> how do you guys name the vehicle groups of your multi-city passenger services?
17:31:55  <Quatroking> for cars I usually just place a sign in the middle of the area and give it a name
17:32:01  <Taede> once you succesfully do 'make bundle', make a copy of the bundle directory and call it 'server', then put the ofs-* files in there
17:32:15  <yoshi1> whats tyhe best way to get a city out of appalling you and into liking you enough to let you build?
17:32:15  <planetmaker> you assume that I name my groups, Quatroking ;)
17:32:27  <Taede> that will allow you to use most default values
17:32:29  <Quatroking> I started doing it recently, makes stuff easier on the eyes
17:32:38  <planetmaker> yoshi1, patience. And good service. Or planting many trees withing 20 tiles of town centre
17:34:26  <yoshi1> thanks
17:40:45  <Quatroking> Remember: When the local government won't approve your construction, just plant a shitload of trees all over the damn place
17:41:04  *** luaduck_zzz is now known as luaduck
17:41:06  <Quatroking> I suspect all OpenTTD cities of being a bunch of treehugging hippies
17:41:21  <NGC3982> I guess i can abort the make, install the libs and reconfigure, and then make?
17:41:34  <NGC3982> Or did i killdeath everything by running half a make.
17:41:53  <NGC3982> Configure passed without notice..
17:46:40  <NGC3982> I have used linux for five years, and this is my first make install.
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17:52:39  <Marshy> Hola
17:55:59  <Quatroking> what does the little + mean here? http://a.pomf.se/rcehbf.png
17:57:31  <Eddi|zuHause> more than 10000 profit
17:58:05  <Eddi|zuHause> (which is 20000€)
17:58:10  <Eddi|zuHause> (last year)
17:58:14  <Quatroking> ooh
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17:58:46  <Eddi|zuHause> that's the threshold for the whole 100 points in the rating category
18:00:00  <Quatroking> that's pretty neat
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18:08:35  <NGC3982> There we are
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18:11:53  <NGC3982> Taede: Game installed and svn co made.
18:12:05  <NGC3982> How does this help me run OpenTTD from my supybot? :D
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18:19:44  <NGC3982> a which command tells me it's /usr/games/openttd
18:19:49  <NGC3982> So i'll try with that.
18:26:17  <NGC3982> Nope.
18:26:28  <NGC3982> No reaction, but no dismissal of command from supybot
18:26:36  <NGC3982> So the plugin works, but the dedicated server does not.
18:34:09  <planetmaker> why would your self-compiled openttd be in /usr/games/openttd (unless you installed with sudo / root rights)?
18:34:38  <NGC3982> I have no idea, that is what which told me. Can it be that i did not remove the older apg-get install:ed version?
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18:35:23  <planetmaker> it will report that preferentially
18:37:19  <Eddi|zuHause> i'm not entirely sure why youtube suggests this to me: https://www.youtube.com/watch?v=BU4wJPqzstQ :p
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19:09:23  <NGC3982> Right, i got it to work
19:09:29  <NGC3982> OFS was not even needed for that part.
19:09:46  <NGC3982> Now, my next issue is that text is troughput from game to IRC, but not the other way around
19:09:58  <NGC3982> But that should be a config thing i'm missing.
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19:56:46  <Taede> re
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22:52:43  <Wolf01> 'night all
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22:57:38  <NGC3982> When installing and compiling from source, how do i start the game after that?
22:58:16  <frosch123> by starting the binary in the bin folder
22:59:05  <NGC3982> It does not seem to enjoy simply "openttd", whilst in the bin folder.
22:59:21  <Sylf> in linux, you have to ./openttd
22:59:35  <NGC3982> Ah, thanks.
22:59:50  <Sylf> current directory is not a part of $PATH by default in linux
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23:03:33  <frosch123> there are some crappy linux distributions which actually have it
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23:33:04  <frosch123> night
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